Soulbound Summoner (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing fluff.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Soulbound Summoner (5e class)[edit]

-

-[edit]

-

Creating a Soulbound Summoner[edit]

-

Quick Build

-

Class Features

As a Soulbound Summoner you gain the following class features.

Hit Points

Hit Dice: 1d6 per Soulbound Summoner level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Soulbound Summoner level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Alchemist’s Supplies
Saving Throws: Intelligence, Wisdom
Skills: Nature, and two other skills of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A light crossbow and 20 bolts or (b) any simple weapon
  • (a) A component pouch or (b) an arcane focus
  • (a) A scholar's pack or (b) an alchemist’s supplies
  • Leather armor
  • If you are using starting wealth, you have 5d4 x10 gp. in funds.

Table: The Soulbound Summoner

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Soulbind, Spellcasting 2 2 2
2nd +2 Summon Metamorphosis 2 2 3
3rd +2 2 2 4 2
4th +2 Ability Score Improvement 3 3 4 3
5th +3 3 3 4 3 2
6th +3 Metamorphosis Feature, Elemental Infusion 3 3 4 3 3
7th +3 3 4 4 3 3 1
8th +3 Ability Score Improvement 3 4 4 3 3 2
9th +4 3 4 4 3 3 3 1
10th +4 Metamorphosis Feature, Soulbound Champion 4 5 4 3 3 3 2
11th +4 4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 5 4 3 3 3 2 1
13th +5 4 6 4 3 3 3 2 1 1
14th +5 Metamorphosis Feature, Rally 4 6 4 3 3 3 2 1 1
15th +5 4 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 7 4 3 3 3 2 1 1 1
17th +6 4 7 4 3 3 3 2 1 1 1 1
18th +6 Overcharge 4 7 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 8 4 3 3 3 3 2 1 1 1
20th +6 Apotheosis 4 8 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

As a practitioner of the conjurational arts, you start at 1st level with the ability to cast a variety of spells, though of less variety than your peers as a result of your intense focus on summoning specialization. See chapter 10 for the general rules of spellcasting.

Cantrips[edit]

At 1st level, you know two Cantrips of your choice from the Summoner spell list. You learn additional summoner Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell Slots[edit]

The Summoner table shows how many spell slots you have to cast your Summoner spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher[edit]

You know two 1st-level spells of your choice from the Summoner spell list. The Spells Known column of the Summoner table shows when you learn more Summoner spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the summoners spells you know and replace it with another spell from the Summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your Summoner spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Summoner spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
  • Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
Ritual Casting[edit]

You can cast any Summoner spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus[edit]

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your summoner spells.


Features[edit]

Soulbind[edit]

Starting at 1st level as a 1 minute ritual which may be completed as part of a short or long rest, you can call upon a Soulbound Mannikin to fight at your side. The environment it is summoned in imbues it with an element, granting different abilities and skills. When summoned, your soulbound mannikin appears in an unoccupied space within 30 feet of you, and is imbued with an element that you choose that it is in contact with. For example, an open flame might cause the mannikin to appear in a burst of fire, or a pitted puddle might spout the mannikin up from its shimmering surface. The damage type of your soulbound mannikin's Claw attack is determined by the element it is imbued with, dealing Cold, Fire, Bludgeoning or Slashing damage, depending on whether it is imbued with Water, Fire, Earth or Air respectively. Additionally, your soulbound mannikin develops resistance to the damage type it is imbued with.

The summoned soulbound mannikin is friendly to you and your companions, and it obeys your commands. You can see this creature's game statistics in the soulbound mannikin stat block. In combat, the soulbound mannikin shares your initiative count, but it takes its turn immediately after yours. It can move and use its reactions on its own, but the only action it takes on its turn is the Dodge action, unless you command it to take one of the actions in its stat block, or the Dash, Disengage, Help, Hide or Search action. This does not take an action of your own. The soulbound mannikin disappears when it drops to 0 hit points. You can only summon one soulbound mannikin. Finishing Soulbind while a soulbound mannikin is already active causes the existing summon to disappear, and is replaced with the new soulbound mannikin.

Summon Metamorphosis[edit]

When you reach 2nd level, you make one major change within your summon that permanently alters how your soulbound mannikin looks and functions:

This change starts off small, but leads to further developments as you and it get stronger. Your choice grants you and your summon unique features starting at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Elemental Infusion[edit]

At 6th level, you gain the ability to directly modify the element you soulbound mannikin is imbued with. As an action while your summon is within 30 feet of you, you can change which element your summon is imbued with as if it were summoned in that element.

Additionally, alongside Water, Fire, Earth and Air, your summon can also be imbued with Acid, Lightning, Undead, and Toxic, granting it Acid, Lightning, Necrotic or Poison damage, respectively. However, these additional elements can only be imbued by Elemental Infusion.

Once you have used this feature, you cannot use it again for 1 minute.

Soulbound Champion[edit]

At 10th level, your affinity for your summoning magic grants your Soulbound Mannikin additional power, causing it to grow into a Soulbound Champion. In addition to being stronger, your summon can make one additional action during its turn. Any effects or features specified to target or affect your Soulbound Mannikin affect your Soulbound Champion, as if it were still a Soulbound Mannikin.

Rally[edit]

At 14th level, you gain the ability to rally the might of an ally. As an action, you choose one creature within 60 feet of you, and heal them for 4d6 hit points, and grants them a bonus +1 to their AC, attack rolls, damage rolls and ability checks for 1 minute. This bonus is increased by an additional +1, as well as the amount of hit points healed by this effect increases by an additional 2d6 hit points for each creature within 30 feet of your target that is friendly towards you.

Once you have used Rally, it cannot be used again until you finish a short or long rest.

Overcharge[edit]

At 18th level, you gain the ability to greatly increase the power of your summon for 1 minute, or until it dies. As an action, you imbue your summon with power. Whenever it rolls dice, such as for an attack roll or a saving throw, it rolls one additional die of the same type, and adds it to the result. If there are multiple die types involved, then it rolls one for each type. However, your summon takes 1d4 damage every time they roll an additional die as per this effect.

Once you have used this ability, you cannot do so again until you finish a short or long rest.

Apotheosis[edit]

When you reach 20th level, you and your summon reach the pinnacle of your power. You can cast Elemental Infusion as a bonus action, and your soulbound mannikin gains the 2nd and 6th level features granted by one other Summon Metamorphosis option, in addition to the ones it already has.


Metamorphosis Options[edit]

Metamorphosis of Magic[edit]

Metamorphosis into magic allows for a summoner's mannikin the capacity to better adapt and utilize their own power, sharing of yours and better facilitating your needs, commands and desires. To have your summon metamorphosize to better facilitate its magical nature allows for your soulbound mannikin a plethora of benefits, both in terms of strength and flexability, rounding out their capabilities and their options in a variety of situations, regardless of what is asked of it.

Mannikin Refinement

2nd-level Metamorphosis of Magic feature

Your soulbound mannikin is granted a bonus to its Intelligence equal to your Intelligence modifier when it is summoned, as well as proficiency in all checks and saving throws that use Intelligence as its modifier. Additionally, it can cast cantrips you know, using Intelligence as its spellcasting ability, following the standard rules for spellcasting. At 6th level, your summon can use your 1st level spell slots to cast spell of that level or lower. This increases further to 2nd level spell slots at 10th level, and 3rd level spells at 14th level.

Elemental Flux

2nd-level Metamorphosis of Magic feature

Your soulbound mannikin can use its action to cast Elemental Flux. In doing so, your summon makes a ranged spell attack against a single target it can see within 60 feet of itself. On hit, the attack deals damage equal to 1d6 + your soulbound mannikin's intelligence modifier, of the damage type attributed to the element it is currently summoned as.

Fervent Arcana

6th-level Metamorphosis of Magic feature

Whenever your summon uses its action to cast a spell, it can also make one attack as a bonus action.

Artillery Boon

10th-level Metamorphosis of Magic feature

Your summon gains a bonus to its attack rolls, damage rolls, and the save DCs of any spell or attack it makes equal to your proficiency bonus. It looses this benefit until the start of its next turn if it moves or otherwise enters another space. If it deals more than one type of damage during a damage roll, it chooses the damage type this bonus is applied to.

Arcane Polish

14th-level Metamorphosis of Magic feature

Once between long rests, your soulbound mannikin can cast one spell you know of 5th level or lower. Once it has done so, it cannot do so again.

World-step

14th-level Metamorphosis of Magic feature

As a bonus action during its turn, your summon can teleport to an unoccupied space within 40 feet of itself, in place of its movement. Alternatively, it can choose to instantly swap places with you, if you are within range.


Metamorphosis of Many[edit]

-

Mannikin Refinement

2nd-level Metamorphosis of Magic feature

Your soulbound mannikin is granted a bonus to its Charisma equal to your Intelligence modifier when it is summoned, as well as proficiency in all checks and saving throws that use Charisma as its modifier. Additionally, your soulbound mannikin can use its reaction to make an attack against a target within range when it sees an ally use its action to make an attack or cast a spell.

Pack Tactics

2nd-level Metamorphosis of Magic feature

Your soulbound mannikin is granted advantage on attack rolls while attacking a creature that has an ally within 5 feet of it.

Additional Summon

6th-level Metamorphosis of Magic feature

You can summon one additional soulbound mannikin, up to a maximum of 2. When you cast Soulbind, you can choose to summon any number of soulbound mannikins, up to your maximum amount.

Strength in Numbers

10th-level Metamorphosis of Magic feature

When you or your summons use the Help action on you or another summon, any rolls made as part of the helped action gain a bonus equal to your proficiency bonus. Additionally, the range of Pack Tactics is increased by 5 feet.

Additional Summon

14th-level Metamorphosis of Magic feature

You can summon one additional soulbound mannikin, up to a maximum of 3.

Tap-out

14th-level Metamorphosis of Magic feature

Each of your summons can use their bonus action to swap places with any other summon that is within 60 feet of them.


Metamorphosis of Mending[edit]

-

Mannikin Refinement

2nd-level Metamorphosis of Mending feature

Your soulbound mannikin is granted a bonus to its Wisdom equal to your Intelligence modifier when it is summoned, as well as proficiency in all checks and saving throws that use Wisdom as its modifier.

Touch Rejuvenation

2nd-level Metamorphosis of Mending feature

Your soulbound mannikin can use its Rejuvenation feature on any creature within reach, healing the target creature for the rolled amount instead of itself.

Blood-attunement

6th-level Metamorphosis of Mending feature

Along with the other elements you can imbue you soulbound summon with, you can choose to imbue your summon with Blood. This can be done either through your Elemental Infusion class feature, or by sacrificing a number of your maximum hit points equal to your soulbound summoner level when you finish casting Soulbind. While imbued with Blood, your soulbound mannikin is granted Piercing damage, and causes it to regain a number of hit points equal to 1d8 + its Constitution modifier whenver it deals Piercing damage.

Vital Focus

10th-level Metamorphosis of Mending feature

Whenever you summon your soulbound mannikin, it does so with a wellspring of hit points equal to your level x your Intelligence modifier (minimum of 0). These hit points are separate from its own, and are lost if it dies or when it is resummoned. As a bonus action, it can consume any amount of these hit points to heal another creature within reach for the amount consumed. Alternatively, when it deals piercing damage, it can consume any number of these hit points to increase the amount of piercing damage dealt by that amount.

Wellspring

14th-level Metamorphosis of Mending feature

Your soulbound mannikin can use its action to heal a target creature within reach for a number of hit points equal to half their maximum hit points. It can only do so once between long rests, and cannot use this ability on an undead or a construct.

Psychopomp

14th-level Metamorphosis of Mending feature

Whenever your summon deals Piercing damage to an undead creature, the piercing damage ignores resistances and immunities, and the damage roll automatically deals the maximum amount of damage. For example, rather than rolling 1d8 + 4 damage, your summon automatically deals 12 damage.


Metamorphosis of Might[edit]

-

Mannikin Refinement

2nd-level Metamorphosis of Might feature

Your soulbound mannikin is granted a bonus to its Strength equal to your Intelligence modifier when it is summoned, as well as proficiency in all checks and saving throws that use Strength as its modifier.

Brute Force

2nd-level Metamorphosis of Might feature

Your soulbound mannikin uses a mix of brute force and its natural elemental power to overpower targets. When your mannikin attempts to grapple another creature, it makes the requires roll with advantage. Additionally, it is considered one size larger when attempting to grapple another creature, and has advantage on attack rolls against a creature it is grappling.

Vital Strike

6th-level Metamorphosis of Might feature

Your summon lands critical hit on an attack roll of 19 or 20. Additionally, once per turn after landing an attack, it can make an additional attack as part of the same action.

Savage

14th-level Metamorphosis of Might feature

Once per turn when your soulbound mannikin rolls damage for a melee weapon attack, it can reroll the weapons damage dice and use either total. Additionally, if the damage type is bludgeoning, piercing or slashing, the attack deals an additional 1d10 damage.

Invasive Space

14th-level Metamorphosis of Might feature

Your summon's reach and melee weapon attack range increases to 10 feet. Additionally, its first attack against a target can instead be made at 15 feet, at which time the target must contest a grapple check with your soulbound mannikin. If your summon's grapple succeeds, the mannikin pulls the target so it is within 10 feet of itself and grapples them.


Metamorphosis of Movement[edit]

-

Mannikin Refinement

2nd-level Metamorphosis of Movement feature

Your soulbound mannikin is granted a bonus to its Dexterity equal to your Intelligence modifier when it is summoned, as well as proficiency in all checks and saving throws that use Dexterity as its modifier. Additionally, it can use its Dexterity modifier when making a Claws attack, instead of its Strength modifier, and its speed is increased by 10 feet.

Freedom of Movement

2nd-level Metamorphosis of Movement feature

Your soulbound mannikin takes on a slightly different shape, depending on what element it is imbued with, allowing it to better move through that element, and granting it any relevant movement required to do so equal to its running speed. For example, if your soulbound mannikin is imbued with Air, it sprouts a pair of wings from its back, giving it a flight speed equal to that of its running speed. If the chosen element grants your summon a swim speed, it also develops a means to breathe in that medium, such as becoming amphibious.

Charge

6th-level Metamorphosis of Movement feature

If your summon moves at least 20 feet in a straight line towards a target, then lands a melee weapon attack against the target, it takes an additional 1d6 damage of the same damage type, and must succeed a Strength saving throw against your summon, or be knocked prone.

Back Strength

10th-level Metamorphosis of Movement feature

Your soulbound mannikin can be ridden as a mount by creatures one size less than itself, or smaller. While a creature is riding your mannikin, it has advantage on unmounted creatures smaller than your summon. Additionally, if the creature riding your summon is made the target of an attack, your mannikin can use its reation to make itself the target of the attack instead. Additionally, it is considered one size larger when determining its carrying capacity and the weight it can push, drag or lift.

Uncanny Evasiveness

14th-level Metamorphosis of Movement feature

Your mannikin's speed is increased by an additional 10 feet, and it can use Dash or Disengage as a bonus action during its turn. Additionally, as an action during its turn, it can ready itself for oncoming attacks until the start of its next turn. At this time, its AC is considered 10 higher during attack rolls to determine whether the attack hits or not.

Unhindered movement

14th-level Metamorphosis of Movement feature

Your summon has advantage on all checks and saving throws it is required to make against being grappled, paralyzed, restrained, stunned or knocked prone if it has moved at least half its movement during its latest turn. Additionally, your mannikin is unaffected by difficult terrain while it is not carrying another or being ridden by another creature.


Metamorphosis of Multifariousness[edit]

-

Mannikin Refinement

2nd-level Metamorphosis of Movement feature

Your soulbound mannikin is granted a bonus to one of its ability scores of your choice equal to your Intelligence modifier when it is summoned, as well as proficiency in all checks and saving throws that use that ability score as its modifier. The chosen ability score can also be changed to any other ability score when choosing an element to be imbued with. Additionally, it can be imbued with a second element, chosen either when it is summoned, or by some other means, such as the Elemental Infusion class feature. Claw attacks made by your soulbound mannikin deal an additional 1d4 damage, of the chosen secondary damage type. You can choose which element is its primary element at any time, thus determining which of its two elements deal this additional damage.

Wiped Slate

2nd-level Metamorphosis of Movement feature

Your soulbound mannikin can use its bonus action to touch an object, surface or other element that is different from either of the two elements it is currently imbued with, replacing one of them with this new element. Additionally, when you use the Elemental Infusion class feature, you can change either one or both of the elements it is currently imbued with.

Fortify

6th-level Metamorphosis of Movement feature

If your summon has resistance to a type of damage, it can use its reaction when taking damage of that type to ignore that damage, becoming immune to that damage type until the start of its next turn. At this time, it then loses that element, no longer being imbued with it.

Absorb Elements

10th-level Metamorphosis of Movement feature

Your summon can use its reaction to cast Absorb Elements at 1st level, and can do so a number of times equal to your proficiency bonus per day.

Clear as Glass

14th-level Metamorphosis of Movement feature

As an action, you can rend your soulbound champion of its elements, making its body as clear as glass for up to 1 minute, or until it is imbued with an element. At this time, its Claw attacks deal piercing damage, and it is resistant to piercing damage. Creatures have disadvantage on perception checks and saving throws against your summon, and is considered invisible to creatures without tremorsense while in dim light or darkness. When it lands an attack on a creature that cannot see it as per this effect, the damage roll deals its maximum amount. For example, if the damage roll is 1d10 + 3 piercing damage, it instead does 13 piercing damage.

Rupture

14th-level Metamorphosis of Movement feature

Your summon can use its action to release one of the elements it is currently imbued with in a violent rupture of elemental force. After choosing an element, all creatures within 20 feet of your summon must make a dexterity saving throw, taking 6d8 damage of the chosen element's damage type on a failed save, or half as much on a successful one. Afterwards, your summon loses that element.


Metamorphosis of Vigor[edit]

-

Mannikin Refinement

2nd-level Metamorphosis of Movement feature

Your soulbound mannikin is granted a bonus to its Constitution equal to your Intelligence modifier when it is summoned, as well as proficiency in all checks and saving throws that use Constitution as its modifier. Additionally, it gains a bonus to its AC equal to your proficiency bonus, and a bonus to its hit points equal to 2 x your soulbound summoner level.

Unyielding

2nd-level Metamorphosis of Movement feature

When your soulbound mannikin is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone. Additionally, a creature hit by an opportunity attack made by your summon must succeed on a Constitution saving throw, using the attack roll as the save DC, or have their speed reduced to 0 until the start of their next turn.

On Edge

6th-level Metamorphosis of Movement feature

Whenever your summon is forced to make a saving throw to determine whether they take full damage or half damage, they instead only take half damage on a failed save, and no damage on a successful one. Additionally, creatures provoke opportunity attacks from the mannikin even if they take the Disengage action before leaving its reach.

Interception

10th-level Metamorphosis of Movement feature

When a creature your summon can see hits a target that is within reach of it with an attack, the mannikin can use its reaction to reduce the damage the target takes by 2d8 + its Constitution modifier, to a minimum of 0 damage.

Blockade

14th-level Metamorphosis of Movement feature

Your mannikin is granted resistance to nonmagical bludgeoning, piercing and slashing damage. Additionally, its base AC is increased by 2.

To Ashes

14th-level Metamorphosis of Movement feature

When your summon is reduced below 1 hit point, it can use its reaction to instead be left on 1d10 hit point. Your soulbound mannikin takes a cumulative -1 penalty to its AC each time it does so, and cannot regain this AC until it finishes a short or long rest, or is resummoned. In doing so, it also sheds a part of itself, removing one condition currently affecting it.


Soulbound Summoner Spell List[edit]

Cantrips

Acid Splash, Blade Ward, Frostbite, Guidance, Light, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Spare the Dying, Toll the Dead

1st Level

Bless, Color Spray, Comprehend Languages, Cure Wounds, Detect Magic, Detect Poison and Disease, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Find Familiar, Healing Word, Identify, Sanctuary, Sleep, Speak with Animals, Thunderwave, Unseen Servant

2nd Level

Aid, Alter Self, Blindness/Deafness, Blur, Continual Flame, Darkvision, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Locate Object, Misty Step, Rope Trick, Spider Climb, Suggestion

3rd Level

Bestow Curse, Conjure Animals, Counterspell, Dispel Magic, Fear, Gaseous Form, Haste, Leomund's Tiny Hut, Magic Circle, Major Image, Life Transference, Protection from Energy, Revivify, Speak with Dead, Summon Lesser Demons, Tongues

4th Level

Arcane Eye, Banishment, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dimension Door, Dominate Beast, Fire Shield, Hallucinatory Terrain, Otiluke's Resilient Sphere, Polymorph, Summon Greater Demon

5th Level

Creation, Dream, Far Step, Geas, Greater Restoration, Legend Lore, Modify Memory, Raise Dead, Seeming, Scrying, Skill Empowerment, Wall of Force

6th Level

Conjure Fey, Eyebite, Guards and Wards, Heal, Instant Summons, Magic Jar, Mass Suggestion, True Seeing, Wind Walk

7th Level

Conjure Celestial, Etherealness, Plane Shift, Regenerate, Resurrection, Reverse Gravity, Teleport

8th level

Antipathy/Sympathy, Demiplane, Dominate Monster, Feeblemind, Power Word Stun, Telepathy

9th Level

Foresight, Gate, Imprisonment, Mass Heal, Power Word Heal, True Polymorph


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soulbound Summoner class, you must meet these prerequisites: 13 Intelligence.


0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: